"Newsflash: You actually can sell your soul. Well...correction: Some folks can. Can't exactly have all of creation...well, un-creating itself, can we? See, in some families, on this lovely rock of ours, a long time ago, they discovered a way to contact some very special folks. Throughout the past few centuries, these beings have been simply known as The Bankers. These Bankers, see, they happen to control a very precious, very powerful, resource...magic. No no, not that magic you see in media, in games and movies. If magic was truly like that, it'd be a dream for us and a nightmare for the rest of the world. Magic, in reality, is more like a contractual transaction (as the moniker 'Bankers' may have possibly given away). Those that practice it spend months, years, possibly their whole lives arranging arrays, lines, circles and runes to form the fine print of this "contract". Once complete, the contract is bound into a single Sigil, and then placed on any media of choice; rings, scrolls, staves, anything. Then the tricky part. The Bankers are running a business, after all, and business is by nature quite tricky. Upon activation of the Contract Sigil, you are essentially "purchasing" the energy needed to power your spell. With what, you may ask? Well, I said it was possible to sell your soul, didn't I? In exchange for the energy you are using, the energy must be replaced. To replace it, the Bankers use the energy found in human memory and emotion, what essentially makes up the soul, and purify it. Depending on how big of a spell your casting, it could cost you as little as the memory of what you got at the coffee shop two weeks ago, or maybe the annoyance you felt when your plans got cancelled yesterday. Or it could cost your entire sense of happiness. Your love for another. Maybe you'll forget everything you are. The Bankers will decide what's most appropriate. Those that expend all they have? They become Husks. Just empty bodies, seemingly in a coma from which they'll never awake. Sometimes you'll feel it, as you walk along in a hospital. A hollow space where a person should be. It's a very real possibility, my friend, and you'll have to ask yourself if what you're doing is truly worth the price you pay. The price we all pay. Ah, but I ramble. Age does that to ya. I'm writing you all because while you may know of your family history, I don't think they've been 100% honest with you. You've seen what they can do, what you can do, but did you truly know what's behind it? What I've just explained is not light stuff, and even if you're adults yourself it's a lot to handle. But I explained it because I'm, quite frankly, out of options. Let's just say someone's planning to make a massive purchase, and that's a very bad, bad omen for the rest of us. Enclosed are two tickets to San Francisco for each family. Please. For once in human history, time is not on our side. -Signed, J. Novaius" The Families (Move your mouse to reveal the content) The Families (open) The Families (close) ~The Wrathian's~ A wealthy family with roots in the military. Many of the more famous members used their knowledge to bolster their country's brute strength. Skilled in combat magic , and have an elemental affinity for Fire, Earth, and Shadow 1. Reserved for Flabbysaurus 2. Open ~The Autumn's~ The Autumn family is known to own several small-town pharmaceutical and botanical stores across America. Gentle folk learned in the ways of defensive wards and charms, as well as healing. Have an Elemental affinity for Earth, Water, and Light. 1. Reserved for Bird 2. Reserved for Wandering ~The Aster's~ Renowned collectors, enthusiasts, and some museum owners, the Asters specialize in conjurings (giving magic energy shape, as either an item, weapon or familiar) and seals (magical traps). Have an Elemental affinity of Water, Air, and Energy 1. Reserved for Dip 2. Open ~The Wallstone's~ Surprisingly, for a family with roots in magic, the Wallstones are quite active in the scientific community. Their specialties include manipulation (controlling an >>object or substance<<) and ley lines (tapping into ancient lines of magic underground to create portals). Have an Elemental affinity of Energy (Neutral) 1. Open 2. Open Rules (Move your mouse to reveal the content) Rules (open) Rules (close) 1. You know the drill, folks. No... Powergaming (Controlling another player's character without their EXPLICIT PERMISSION) Metagaming (Using information gleaned outside of the IC...in character. Like, if I give an explanation of an enemy in the OOC, and suddenly your character knows exactly where all of it's weak points are, that's a no no.) Godmodding (You're character is not a god. They aren't invincible, and their power is not limitless.) 2. Just in case, please make sure to spell-check your posts. This is to ensure clarity and make sure we're all on the same page :) 3. In regards to post length, I'd really appreciate at least 2 paragraphs, but in the case that it isn't possible, 1 will do. For lengthy conversations or combat scenes, try to do a collaborative post in TitanPad or Google Docs. 4. If you're going to be absent, please be a peach and tell me or someone so we can know. Otherwise, if you're gone for 2 weeks without any notice whatsoever, I'll have to free up your spot. 5. Romance is all well and good, just don't "get busy" here. Kisses, flirting, what-have-you is fine, but there's a line to be crossed. 6. These next two aren't as much rules as things to keep in mind. Sustained things like wards, conjurings and the like will cost significantly more than single-use spells like fireballs or whatever. But, the upside is they aren't timed, they'll stick around til they break/are killed. Magical weapons are good, but keep in mind that they are fragile and can be broken after so long. 7. Memories and emotions fuel your character's power: BUILD THEM! I'm not including a bio section (though you should have a basic history in mind), I encourage you to come up with memories and thoughts for your character that will power their spells. Build your character's history and narrative...even if they themselves forget, it'll seriously pay off in the end (in more ways than one hint hint) 8. Rules subject to change and addition, yadda yadda pancakes Character Skeleton (Move your mouse to reveal the content) Character Skeleton (open) Character Skeleton (close) Name: (Make sure to include your family name) Age: (Keep this between 18-30) Appearance: Sex: Sexuality: Personality: (A lovely practice I've seen here, just five adjectives that describe your character) Contract Sigils: (THE FUN PART. Everyone starts with two Sigils: Their Family Seal and a personal one. The Family Seal draws off of each family's "collective account" I suppose you can say, and can be used without detriment to the user (as long as they're part of that family). However, they take a day to "cool down", to avoid using up the entire "balance" in one go. They are as follows- Wrathian: Grants enhanced reflexes to deftly combat foes for a short time Autumn: Heals you or an ally moderately Aster: Call on the family familiar, Jarn, a spirit familiar more suited to non-combat tasks (though he's a great diversion) Wallstone: Open a pair of portals used to travel short distances. Cannot transport energy or magic (i.e. can't absorb attacks) Your personal Sigil, on the other hand, can be whatever (though you'll have an easier time with one within your family's domain) and doesn't operate on a cooldown. You'll be the one paying for this one, though, and the more powerful it is, the more likely you'll wind up a vegetable (don't worry though, even vegetables have a part in the plot), so I recommend keeping it low key for now. It can be on a personal item, a tattoo, or just a piece of paper. Whatever you want~) Feel free to make this pretty (I'm not good at it xD) . I'll add pictures for the Seals and such tomorrow. Given the time of night, this is probably rough looking, so please, if you have any questions, shoot me a PM! or post here I'll explain to the best of my ability!